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Yes, hello
all.... I just re re re re installed mw this am, about 6 am.
I
have now Learned a bit about proper proceedure! one of my
problems was that i wanted SO rich a mw world that my data
folders got too too messey: i wanted *ALL* the big wonderfull quest
mods! [of course i had to not use 50% of them as there were
Conflicts! ]
so,
as i now slowly begin to install mods....here is what i have
learned... and you *CAN play every single huge quest mod out
there!! do it, like people have suggested, the Sequencial
neverwinter nights way: one at a time!!
well...here
is my take, now, sports fans!
What
I have begun to DO, is this......gotta have a bit of room on your
hard drive, for this!
download all ya want to, a 1000 or more
mods! put them in a folder called "mods". do not unzip
them. then.....take your fresh-installed game and fix the ini
file for best framerate...etc..etc... THEN....make a copy of that
now-fixed ini file, and put it somewheres on your HD. make a backup,
too, of your mw/tribunal/bloodmoon esm and bsa files too, in case mw
crashes and ruins these files!!
next: out of the 1000 mods,
choose mostly "envirnmemtal" mods, mods that make
vanderfall/tribune/bloodmoon seem more alive! better npcs, better
scenery, better monsters...etc..etc... have indeed a richly alive
main island! by not having *any* huge quest mods installed, why then
you can even add MORE "envirnmental mods", without axing your
framerate!
then check these in the conflict detector and the
testool. use the construction set if you want to. BUT! before
you run the conflict detector or testool, as the testool will change
every mod, alter the esp for it, make a
BACKUP
of
that Pristine data file, without the mw/tribune/bloodmoon esm/bsa
files. this backup, of the mod esps/esms, will save your Hide, if
the testool/conflict detector or gameplay ruins the
mods!
now......fix it...detect it...fix your
conflicts.....
say! ya got 300 mods installed and it is
way way over the limit of 256 mods [the mw/bloodmoon/tribunal
esms and the other esms Count as part of that
256!]?!! why------merge some of them in the construction
set! merge many many of them. stay away from merging involuted
quest mods though. make *another* backup file for *each* batch of
merged mods!! say, if you merged 15 mods into a new mod called
"smalls", then make a filecopy folder somewheres that says
"smalls" and in it put a copy of those 15 esps. why?!! because on
down the road you might find that there is a conflict with a newly
installed mod with "smalls" and you could then go back and use those
15 mods to put back into your data folder so that you then could
find that one out of 15 that conflicts! then remerge the 14, after
you take that one conflicting mod out!
PLAY the game for
awhile. get up to level 10 to 30: enjoy the scenry. make love with
Pardners. kill things with pointy weapons. spelunk into
caves. *then* install a big quest mod. play it
dedicatedly. finish it. uninstall it, then go on to *another*
big mod. you can thus play LOTS of huge mods this way.
better
make yet *another* backup of your mods in your data file before
playing that First Big Quest Mod, though!! and while you are at
that, make about FOUR "good saves", in your savegames, at the last
place that you were before trying to install your very first Big
Quest Mod...so that you have a Reference point to go back to
whenever you take that first big quest mod out and and the second
one! save your game in a cave or far far out in the wilderness
away from npcs or towns, for this "Master Save", for when you begin
Big Mods!
tip from burned experience on my part...when you
save your game with all kinds of npc dialogues installed [pc
voice...vgreetings...etc...etc.... it is a Goooood idea to save
your game out away from a npc! why? because if there is a
"missing script" with a nearby npc, when you reload, the error
messege will come up, often *BEHIND* the screen of the game and it
is unclickible for some systems!!
be sure to check, when
adding and removing meshes/textures/icons, that when you install big
meshy textury mods, that if you overwrite a file, and then later
remove that file, you could remove a needed file for some other
mod!
*this* way, i see now...is the way to play 1000 mods,
without a huge mess!!
...this is now my 35 cents
worth!
freestone
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thats a pretty
good idea. i do something like that too.
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Shanjaq |
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well planned
out! my experience has led me on a similar path, and you've about
summed it all up there. Thanks for covering all the bases, I'll
certainly be putting these methods into practice!
Who knows?
maybe i'll have a character living beyond level 2 in the nearly 3
years of me owning this game!
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grond |
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That's a good
idea, freestonew, but how does uninstalling big quest mods affect
the items you get from those mods? I wonder if you lose
them?!
Nice to know you didn't give up!
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Quote:
Who knows? maybe i'll have a character living beyond
level 2 in the nearly 3 years of me owning this game!
been only a year, seems that I
hardly ever got out of Seedya: once i got to balmora!
the map
intriges me! seems that i see, on the north side of the
vanderfall map, a zillion tiny islands! gotta explore them
all....sooooomeday!
freestone
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Quote:
That's a good idea, freestonew, but how does uninstalling big
quest mods affect the items you get from those mods? I wonder if
you lose them?!
Nice to know you didn't give up!
yeah! i had not thought of
that one, but i read that this is SO! all your items that were
with the mod, will Go Away, when the mod Leaves!
I suppose if
you WERE attached to the , say, sword of Bliss", you could then open
the CS, open that mod in it, and if you know the CS, you could then
create an esp just FOR that item and add it to your game.
but
for ME, i just want the exploration, of these lrage mods, anyway, i
will probably not do that.
freestone
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Yu-Gi |
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Great to see
that you're still here and playing.
Yu-Gi
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Yu-Gi |
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Quote:
That's a good idea, freestonew, but how does uninstalling big
quest mods affect the items you get from those mods? I wonder if
you lose them?!
Yes, all items collected
within the quest are gone once you remove the mod. However, there is
a way that you can keep the items. The following idea came from
Tenaka. I know it works because I've tried it myself:
1)
After you finish the quest(s) of the mod you want to remove, place
the items you want to keep somewhere in game where you know exactly
where they are. You could even leave them in your inventory if you
want. Personally, I chose to place the items onto a table in my home
so that I could immediately see the results upon loading the game
after the process.
2) Save your game. Always back-up your
save files.
3) Make a back-up of the mod file. One should
make a back-up of every mod one uses before using it.
4) Open
up the mod file in the editor of your choice. My choice of editor is
the Enchanted Editor.
5) Look for the items you want to keep
along with any scripts and/or enchantment entries that are attached
to these items.
6) Once you know what entries you want to
keep, delete everything else from the mod that isn't attached to the
items you want to keep.
7) Once you are done with this
process, save the file in such a way that you know that you have
completed the mod.
Example:
I played and completed
Veldion by FlyTSI (great mod, BTW). After I completed it, I realized
that I wanted to keep some items I found within.
I opened up
the file in the Enchanted Editor and looked for and found all the
items I wanted to keep along every entry that was attached to these
items.
I then deleted everything that wasn't attached to the
items from the mod.
Next, I saved the mod file as -
Veldion-Done.
I removed the original file from the Data Files
folder, checked the new file I just created in the launcher and
stated the game as normal.
I loaded up my save game and there
were the items from the mod sitting right there on the table I put
them on. All scripts and enchantments were in tact.
Depending
on the size of the mod, the above can be a long process. However,
it's worth it if you really want to "remove" a quest mod while
keeping selected items.
Yu-Gi
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TSURUGA |
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I have 27 big
esm with around 900 plugings compacted / merged files. But the
frame rate...!And the organization needed is a high consuming time
way altering the pleasure to a relax play. Since a few weeks I
have decided to hard selecting my prefered plugins and keep the
essential desired landmass or modifications/customs... I'm very
satisfy! I don't blame anybody to adventuring on the perillous
2149 mods highway... But It's not really the good
way!!!
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grond |
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Quote:
Depending on the size of the mod, the above can be a long
process. However, it's worth it if you really want to "remove" a
quest mod while keeping selected items.
Yu-Gi
Yeah, I got tired just reading
the steps involved! But it's so great to work with the Enchanted
Editor. Is an awesome tool.
I think I prefer this
tactic:
Quote:
but for ME, i just want the exploration, of these large mods,
anyway, i will probably not do that. ~freestone
Exploration makes this game so
enduring. freestone, you've taught me a lesson!
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Ronin49 |
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Thanks
freestonew and Yu-Gi - great pointers!
-------------------- "And to everyone seeing naked and
headless people, READ THE README!!! It's the answer to all your
troubles." Neoptolemus
Mythic Mods
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Yu-Gi |
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Quote:
Quote:
Depending on the size of the mod, the above can be a
long process. However, it's worth it if you really want to
"remove" a quest mod while keeping selected items.
Yu-Gi
Yeah, I got tired just
reading the steps involved! But it's so great to work with the
Enchanted Editor. Is an awesome tool.
Yup, I must agree, the
Enchanted Editor is an awesome tool. In fact, with the Enchanted
Editor, the process listed above is not as long as it looks in that
post because it can be done quite smoothly and efficiently.
Yu-Gi
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Yu-Gi |
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You're
welcome. By the way, if you ever wish to try the process I outlined
above, I definately recommend the use of the Enchanted
Editor.
Yu-Gi
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Ronin49 |
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freestonew - I
wanted to thank you for opening this extremely useful thread, now
linked in the List of Lists and Links in my sig.
Additionally, it is worth highlighting this approach for the
many, many folk who have compatibility issues when trying to run
incompatible quest mods together.
And finally, I hoped to
encourage someone to post instructions either here or perhaps in a
new thread elsewhere on specifically how to do that Enchanted
Editor purging that will leave only the desired items from a
completed quest mod.
-------------------- "And to
everyone seeing naked and headless people, READ THE README!!! It's
the answer to all your troubles." Neoptolemus
Mythic Mods
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hickmanj |
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I love the
feel of a seamless world and have carefully installed mods and
playtested most of them for errors while keeping them all
installed.
Here are the quest mods I have installed that seem
to have no (or very minor) conflicts:
Beyond
Ysgramor Illuminated Order Juniper's Twin Lamps Deathtrap
Dungeon City of
Thieves Veldion Seekers Havish Tusar Vogar FTG Suran
Underworld The Black Mill T'mar Korobal Island The
Investigators
I have played these a fair bit (not all
though - so there may be some conflicts I haven't stumbled across)
and they all seem to run fine simultaneously.
Great post, and
good advice!
J
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Quote:
freestonew - I wanted to thank you for opening this extremely
useful thread, now linked in the List of Lists and Links in
my sig.
Additionally, it is worth highlighting this
approach for the many, many folk who have compatibility issues
when trying to run incompatible quest mods together.
And
finally, I hoped to encourage someone to post instructions either
here or perhaps in a new thread elsewhere on specifically how to
do that Enchanted Editor purging that will leave only the
desired items from a completed quest mod.
heyRonin!
i thank you
for the post *and* the link to my post!
In
fact i made a link to YOUR thread ....there is lots
there.
I sent a PM to my self with the link url in it with a
copy to my myself.
Yes, by NOW i have over 230 mods, some
combined, and there are some HUGE mods out there...what is that one,
now, that is 300megs ZIPPED?? and not even finished yet. Most of
my 300 mods are either "envirnmental" or else real GOOD quests like
Black Mill, or some island quets, and many many dungeon
mods.
even I cannot take all of my own advice about backing
up everything as my 80 gig hd only has 5 gigs left! to think that a
4 gig hd was huge, back only a couple of years ago. [i had to
actually Install a game, just to get the diectx9.0b, as the 40meg
download of it was too too much for the 50k modem of my senior apts
tower computer, in the lab! so i had to pick one game to install
and it wanted over 3 gigs for its install, but i guess the
game will be worth it, it is called "knights of the old republic"
..KOTOR..
so i am ready to begin yet a new new new
game....but each time that i do, another mod comes out that needs a
new game!!
freestone
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Yu-Gi |
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Hi Ronin,
I just happened to run across the following:
Quote:
And finally, I hoped to encourage someone to post instructions
either here or perhaps in a new thread elsewhere on specifically
how to do that Enchanted Editor purging that will leave only the
desired items from a completed quest mod.
Since it was I who brought
this up, I'll attempt to write instructions. I don't have the time
to do it now, because I must get ready for work. I do have the next
tow days off, though. So, I'll see what I can do tomorrow.
Additionally, I'm going to go ahead and reinstall Morrowind
while I'm at it. Since my hard-drive incident, I haven't had
Morrowind installed. However, I have been rebuilding my mod
collection, thanks to the thread by you and the one by Telesphoros.
Now, as far as Enchanted Editor purging instructions are
concerned, look for a new thread, started by me, late tomorrow
afternoon or Wed. morning.
Incidentally, Ronin, please send
me a PM tonight or tomorrow morning as a reminder for me to do this.
Yu-Gi
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Ronin49 |
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Yu-Gi
--->
Quote:
Now, as far as Enchanted Editor purging instructions are
concerned, look for a new thread, started by me, late tomorrow
afternoon or Wed. morning.
Excellent news indeed, thank
you. PM duly emitted.
Stand
by folks! This promises to be a very useful 'how-to' post that Yu-Gi
has kindly offered.
-------------------- "And to everyone seeing naked and
headless people, READ THE README!!! It's the answer to all your
troubles." Neoptolemus
Mythic Mods
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wow i gotta
try this
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Quote:
I have 27 big esm with around 900 plugings compacted / merged
files. But the frame rate...!And the organization needed is a
high consuming time way altering the pleasure to a relax
play
900 plugins!! ...and i
thought that i had a lot, with 300. I can well imagine that the
framerate will suffer a bit! from sheer magnitude, if nothing
else.
freestone
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Quote:
Exploration makes this game so enduring. freestone, you've
taught me a lesson!
well...As that person, above,
told us his tale of woe, it reminds me of what really need to
do!
"exploration" is a nice term that i like. but as i had
added about 250 mods plus combined mods, maybe another 200 of
them[!],I have To Make a Choice: paly these mods at ZERO fog
distance, 14 fps out of sedya, or 6 fps IN sedya! "exploration, is,
for me, *not* wanding around in a fog so dense that the Game is
gone, the world is gone! what I am going to have to DO, is to
remove all the meshes/textures/etc and reinstall, and then use only
"tiny" mods and then take out that known list of fps killers, like
"forested", MCA....ouch! Giants too... I can just now see me, at
4 fps, getting attcked by 7 nix-hounds at once! and my 14 fps is at
the very beginning of the game! what about lter when all the
scripts activate, and all of that.
I feel that mw is
"heaven", but my 2400atlonxt is rather "earthly": cannot measure up!
i need an Alienware!!
I have to find that sweet spot between
not enough mods and too too many. what good is a rich world if one
cannot explore it!
freestone
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